Slow movement

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I hadn't played for a good 5 months, updates are great game is looking very good but i came back to play today and i couldn't play no more then 10 minutes and i'll tell you why, The movement is slow their is no free look, running is slow when running across the road for cover. Is there any changes to movement/free look ?

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I hadn't played for a good 5 months, updates are great game is looking very good but i came back to play today and i couldn't play no more then 10 minutes and i'll tell you why, The movement is slow their is no free look, running is slow when running across the road for cover. Is there any changes to movement/free look ?

When I cross roads I first go prone, build up my stamina and then sprint by holding down the "Shift" key.

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The most awesome change to Squad so far is lowering off the running speed. That stuff was ridiculous back in the day. We could literally dodge bullets how fast we could move. Hated that stuff, it broke the whole concept of teamplaying foundation.

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Free look is coming. As for movement, I feel the slowness is appropriate. For conventional forces I sorta wish it would be slower, along with US/British/RUS forces not really being able to jump more than a few inches once the new vaulting system is in, to simulate weight of body armor along with asymmetrical balance, making INS able to run and flank faster. Seeing US forces in full kit doing parkour over rooftops on Sumari is just odd to watch.

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The default jumping distance will likely be lowered once vaulting and climbing are in. It was artificially increased to compensate for the difficulty players were having jumping over walls.

As far as movement is concerned, the speed we have (talking raw numbers here) will likely go unchanged minus a few items here and there.

There are plans for a "sprint to cover" type mechanic relating to your stamina as a secondary sprint mechanic, and we are planning on a crouch sprint. Hopefully, this will help players move more fluidly thru the environment under pressure, while still keeping a more "tactical" pace.

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The default jumping distance will likely be lowered once vaulting and climbing are in. It was artificially increased to compensate for the difficulty players were having jumping over walls.

As far as movement is concerned, the speed we have (talking raw numbers here) will likely go unchanged minus a few items here and there.

There are plans for a "sprint to cover" type mechanic relating to your stamina as a secondary sprint mechanic, and we are planning on a crouch sprint. Hopefully, this will help players move more fluidly thru the environment under pressure, while still keeping a more "tactical" pace.

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The default jumping distance will likely be lowered once vaulting and climbing are in. It was artificially increased to compensate for the difficulty players were having jumping over walls.

As far as movement is concerned, the speed we have (talking raw numbers here) will likely go unchanged minus a few items here and there.

There are plans for a "sprint to cover" type mechanic relating to your stamina as a secondary sprint mechanic, and we are planning on a crouch sprint. Hopefully, this will help players move more fluidly thru the environment under pressure, while still keeping a more "tactical" pace.

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The default jumping distance will likely be lowered once vaulting and climbing are in. It was artificially increased to compensate for the difficulty players were having jumping over walls.

As far as movement is concerned, the speed we have (talking raw numbers here) will likely go unchanged minus a few items here and there.

There are plans for a "sprint to cover" type mechanic relating to your stamina as a secondary sprint mechanic, and we are planning on a crouch sprint. Hopefully, this will help players move more fluidly thru the environment under pressure, while still keeping a more "tactical" pace.

As was stated by a few players here, freelook is planned.

Will there be any mechanics to stop players from walking along thin walls, such as the walls on an afghani compound? a bit of a buzz killer when a player is essentially running along 8-inch wide beam.

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I think the most elegant way of dealing with it, would be if you got shot(or shot in the leg), it'd force your character to make a step. That way, if you got shot while on a narrow ledge, it'd make you step off.
Unless, there's something behind you to stop you from falling - like a wall.

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That is something we desire to fix, we'll see what happens, but our animators are aware of this issue.

Will there be differences in player movement between conventional forces and insurgents/militia? If the ability to walk on walls to climb onto rooftops is removed for conventional forces, I'd still like to see non-conventional forces still able to climb onto walls and get to rooftops without ladders. And that reminds me, are we going to get something along the lines of the grappling hook from PR that can be used to climb onto buildings without having to place a FOB radio? Being able to flank from above by climbing to rooftops and into building windows is something I don't want to lose and would like to see a proper implementation of.